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C# UEBuildTarget.MakeBinaryPaths方法代码示例

本文整理汇总了C#中UnrealBuildTool.UEBuildTarget.MakeBinaryPaths方法的典型用法代码示例。如果您正苦于以下问题:C# UEBuildTarget.MakeBinaryPaths方法的具体用法?C# UEBuildTarget.MakeBinaryPaths怎么用?C# UEBuildTarget.MakeBinaryPaths使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在UnrealBuildTool.UEBuildTarget的用法示例。


在下文中一共展示了UEBuildTarget.MakeBinaryPaths方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: RecursivelyProcessUnboundModules

        public override void RecursivelyProcessUnboundModules(UEBuildTarget Target, ref Dictionary<string, UEBuildBinary> Binaries, UEBuildBinary ExecutableBinary)
        {
            try
            {
                // Make sure this module is bound to a binary
                if( !bIncludedInTarget )
                {
                    throw new BuildException( "Module '{0}' should already have been bound to a binary!", Name );
                }

                var AllModuleNames = new List<string>();
                AllModuleNames.AddRange( PrivateDependencyModuleNames );
                AllModuleNames.AddRange( PublicDependencyModuleNames );
                AllModuleNames.AddRange( DynamicallyLoadedModuleNames );
                AllModuleNames.AddRange( PlatformSpecificDynamicallyLoadedModuleNames );

                foreach( var DependencyName in AllModuleNames )
                {
                    var DependencyModule = Target.FindOrCreateModuleByName(DependencyName);

                    // Skip modules that are included with the target (externals)
                    if( !DependencyModule.bIncludedInTarget )
                    {
                        if( !Binaries.ContainsKey( DependencyModule.Name ) )
                        {
                            UEBuildBinary BinaryToBindTo;
                            if (Target.ShouldCompileMonolithic())
                            {
                                // When linking monolithically, any unbound modules will be linked into the main executable
                                BinaryToBindTo = ExecutableBinary;
                            }
                            else
                            {
                                // Is this a plugin module?
                                var PluginInfo = Plugins.GetPluginInfoForModule( DependencyName );

                                string[] OutputFilePaths = Target.MakeBinaryPaths(DependencyModule.Name, Target.GetAppName() + "-" + DependencyModule.Name, UEBuildBinaryType.DynamicLinkLibrary, Target.TargetType, PluginInfo, "");

                                // If it's an engine module, output intermediates to the engine intermediates directory.
                                string IntermediateDirectory = Binary.Config.IntermediateDirectory;
                                if (IntermediateDirectory != Target.EngineIntermediateDirectory && Path.GetFullPath(DependencyModule.ModuleDirectory).StartsWith(Path.GetFullPath(BuildConfiguration.RelativeEnginePath)))
                                {
                                    IntermediateDirectory = Target.EngineIntermediateDirectory;
                                }

                                // When using modular linkage, unbound modules will be linked into their own DLL files
                                UEBuildBinaryConfiguration Config = new UEBuildBinaryConfiguration( InType: UEBuildBinaryType.DynamicLinkLibrary,
                                                                                                    InOutputFilePaths: OutputFilePaths,
                                                                                                    InIntermediateDirectory: IntermediateDirectory,
                                                                                                    bInAllowExports: true,
                                                                                                    InModuleNames: new List<string> { DependencyModule.Name },
                                                                                                    InTargetName: Target.GetAppName(),
                                                                                                    bInIsCrossTarget: PlatformSpecificDynamicallyLoadedModuleNames.Contains(DependencyName) && !DynamicallyLoadedModuleNames.Contains(DependencyName),
                                                                                                    InTargetConfiguration: Target.Configuration,
                                                                                                    bInCompileMonolithic: Target.ShouldCompileMonolithic() );

                                // Fix up the binary path if this is module specifies an alternate output directory
                                for (int Index = 0; Index < Config.OutputFilePaths.Length; Index++)
                                {
                                    Config.OutputFilePaths[Index] = DependencyModule.FixupOutputPath(Config.OutputFilePaths[Index]);
                                }

                                BinaryToBindTo = new UEBuildBinaryCPP( Target, Config );
                            }

                            Binaries[ DependencyModule.Name ] = BinaryToBindTo;

                            // Bind this module
                            DependencyModule.Binary = BinaryToBindTo;
                            DependencyModule.bIncludedInTarget = true;

                            // Also add binaries for this module's dependencies
                            DependencyModule.RecursivelyProcessUnboundModules( Target, ref Binaries, ExecutableBinary );
                        }
                    }

                    if (Target.ShouldCompileMonolithic() == false)
                    {
                        // Check to see if there is a circular relationship between the module and it's referencer
                        if( DependencyModule.Binary != null )
                        {
                            if( CircularlyReferencedDependentModules.Contains( DependencyName ) )
                            {
                                DependencyModule.Binary.SetCreateImportLibrarySeparately( true );
                            }
                        }
                    }
                }

                // Also make sure module entries are created for any module that is pulled in as an "include path" module.
                // These modules are never linked in unless they were referenced as an actual dependency of a different module,
                // but we still need to keep track of them so that we can find their include paths when setting up our
                // module's include paths.
                RecursivelyAddIncludePathModules( Target, bPublicIncludesOnly:false );
            }
            catch (System.Exception ex)
            {
                throw new ModuleProcessingException(this, ex);
            }
        }
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:100,代码来源:UEBuildModule.cs


注:本文中的UnrealBuildTool.UEBuildTarget.MakeBinaryPaths方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。